ZBrushCentral

Uvs import into mesh problem

Hi all,
I am applying uvs in max to an existing tool. I believe I make it right but I end up with some problems and I hope you may help.
Here is my pipeline, please tell me if I miss anyting :


  1. I go to the lowest sub of my mesh and clone it
  2. On the clone, I used UVmaster to unwrap the uvs
  3. Once I am satisfied, I export the obj
  4. In max, I import the obj and rework the uvs better. Not touching the mesh, just the uvs
  5. I export the obj from Max
  6. In Zbrush, I import the obj and check that everyting is all right. It is.
  7. I load my original tool, go to the lowest sub, and import the obj again with the fixed uvs
  8. At the alert about topology changes (?) I click yes to transfer the high rez details
  9. Done.

BUT…: my new mesh has some corrupt vertices and spiky things, AND, when I use Texture/new from Uv check, it shows all sort of errors (stretched uvs, black polys) which should not be there.

What I am missing?
Thanks in advance

what are you export settings and import settings in Max and Zbrush?

It sounds like max is winding your verts different than zbrush.
This is a common problem for people working in max. you should be able to find a thread covering the work arounds with max.

Is there a reason you aren’t using goZ? I believe this fixes the problem out right as well.

Thanks,
it seems that passing by goZ fixed the problem. I was not used to goZ yet, so I was doing it the good old way.

Btw, if you use goZ, can you still save your file in Max, close it, reopen it later and reimport it back to Zbrush without problem?

thank you for your help

Dunno. It works in Modo just fine as long as you don’t clear your goZ cache. I’m guessing it should work in max as well, but damned if I know.

Thank you for the help :slight_smile: